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- Cell charger: Now calls battery emp_act() as well. - Security Barrier: Now has a chance to toggle the lock. - Flasher (portable and wall mounted machines, not the item): Now has a chance to flash. - Wall-Mounted Sparker: Creates sparks. - Light switch: Toggles the lights when emp'd (not that it'll matter since the lights will probably all have gone out anyway.) - Weapon Recharger: Calls the energy gun's battery's emp_act() for guns and in the case of stun batons, it sets their charges to 0. - Cyborg Recharge Station: Cyborgs now get ejected, then emp'd. There would probably be issues with emping the cyborg inside the machine, like being trapped forever or something. - Sleeper: Eject's the patient. I kind of wish I could make it inject random chems, but it wants a usr and I'm not inclined to start mucking with sleeper code just for this. - Space Heater: Calls the emp_act() for the battery inside the heater. - Status Display: Causes the blue screen of death. - Portable Atmos Pumps: Randomly changes the pressure, has a chance to flip the direction and turn the machine on/off. - Portable Atmos Scrubber: Has a chance to toggle the machine on/off. - Arcade Machine: Spits out some random prizes. - Medical record computer: Runs through the medical records and has a chance to scramble the name, age, sex, blood type, physical or mental state of patients as well as a small chance to delete entries entirely. - Security record computer: Runs through the security records and has a chance to scramble the name, age, sex, criminal status, physical or mental state of entries as well as a small chance to delete entries entirely. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5237 316c924e-a436-60f5-8080-3fe189b3f50e
68 lines
1.3 KiB
Plaintext
68 lines
1.3 KiB
Plaintext
// the light switch
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// can have multiple per area
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// can also operate on non-loc area through "otherarea" var
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/obj/machinery/light_switch/New()
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..()
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spawn(5)
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src.area = src.loc.loc
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if(otherarea)
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src.area = locate(text2path("/area/[otherarea]"))
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if(!name)
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name = "light switch ([area.name])"
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src.on = src.area.lightswitch
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updateicon()
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/obj/machinery/light_switch/proc/updateicon()
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if(stat & NOPOWER)
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icon_state = "light-p"
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else
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if(on)
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icon_state = "light1"
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else
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icon_state = "light0"
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/obj/machinery/light_switch/examine()
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set src in oview(1)
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if(usr && !usr.stat)
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usr << "A light switch. It is [on? "on" : "off"]."
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/obj/machinery/light_switch/attack_paw(mob/user)
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src.attack_hand(user)
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/obj/machinery/light_switch/attack_hand(mob/user)
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on = !on
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for(var/area/A in area.master.related)
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A.lightswitch = on
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A.updateicon()
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for(var/obj/machinery/light_switch/L in A)
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L.on = on
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L.updateicon()
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area.master.power_change()
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/obj/machinery/light_switch/power_change()
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if(!otherarea)
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if(powered(LIGHT))
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stat &= ~NOPOWER
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else
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stat |= NOPOWER
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updateicon()
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/obj/machinery/light_switch/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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..(severity)
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return
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power_change()
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..(severity) |